Double Gun Weapon Swap

  • Hello i would like to share some feedback about the current state of double gunning. At the moment, the weapon swap feels unnecessarily slow. I understand that the original quick swap was too fast and unbalanced, but the current version goes too far in the opposite direction. It doesn’t feel smooth or responsive, and instead of rewarding player skill, it often just punishes players for trying to use this playstyle.

    Double gun is already a very high-skill playstyle. Unlike other weapon combinations, you are completely dependent on hitting your shots. If you miss, you have no other option but to reload, which means you cannot immediately continue attacking. This leaves you extremely vulnerable in combat, and every mistake is punished much more harshly than with other loadouts. On top of this, the frequent hit registration issues make relying on precision even more frustrating and inconsistent.

    Compared to other loadouts, double gun requires much more mechanical precision, awareness, and positioning. It’s not an “easy mode” style – it’s only effective if the player is skilled enough to consistently land hits. For this reason, weapon swapping should not feel clunky or restrictive. It doesn’t need to return to the original quick swap speed, but it should at least be smooth and fluid enough so that skill is rewarded instead of limited by slow animations.

    Especially when compared to other options, such as the blow pipe + sword combo, or strong weapons like the double barrel pistol or throwing knives, double gun feels unbalanced. These loadouts provide much more flexibility and are easier to use effectively in combat, while double gun forces the player to rely solely on accuracy. As a result, other styles feel much stronger and far less punishing, which disrupts the balance.

    My recommendations:
    1. Slightly increase weapon swap speed – not all the way back to the original quick swap, but enough to make transitions feel smooth and natural.
    2. Fix hit registration issues, because in the current state they make double gunning even more disadvantaged compared to other weapon styles.
    3. Introduce a dedicated weapon swap mechanic that is clear, fair, and consistent across all loadouts. For example, a defined animation window or a timing-based system that rewards proper execution. This would settle the debate between “too fast” and “too slow” swaps and give players a clear, skill-based element to work with.

    Thank you for considering this feedback, and for continuing to work on balancing combat in Sea of Thieves

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  • Double gun is already a very high-skill playstyle

    Never was. Never will. Exploiting is not a skill
    Because skill shouldn’t be lost with a change. And players who say they “can’t do something” because it was reduced or removed, never had the skill to begin with.

  • @burnbacon

    Double gun is already a very high-skill playstyle

    Never was. Never will. Exploiting is not a skill
    Because skill shouldn’t be lost with a change. And players who say they “can’t do something” because it was reduced or removed, never had the skill to begin with.

    Notice how he didn't mention quickswap at all in that sentence. Using two guns is not an exploit, double gunning is a high-skill playstyle, and there has never been a time where double gunners weren't dominating all areas of PvP (with or without quickswap).

  • @kemada1415

    In one of the recent community videos Drew Stevens said they'd be revisiting old weapon changes. Given how popular quickswapping is/was, I think there's a chance this happens.

    Tbh I'd be happy if they just got rid of gun jams, guns should actually shoot when you press the button.

  • @kemada1415 said in Double Gun Weapon Swap:

    At the moment, the weapon swap feels unnecessarily slow.

    It's already unrealistically fast. In real life it would take way longer.

    @kemada1415 said in Double Gun Weapon Swap:

    I understand that the original quick swap was too fast and unbalanced

    There was no 'original quick swap', since it was never officially in the game. It was and always has been an exploit and using exploits to gain an upper hand over another player is literaly cheating.

    @kemada1415 said in Double Gun Weapon Swap:

    and instead of rewarding player skill, it often just punishes players for trying to use this playstyle.

    Cheating is not a skill. And players 'trying to use this playstyle' should be extremely lucky Rare hasn't banned them for cheating.

    @kemada1415 said in Double Gun Weapon Swap:

    Double gun is already a very high-skill playstyle. Unlike other weapon combinations, you are completely dependent on hitting your shots. If you miss, you have no other option but to reload, which means you cannot immediately continue attacking. This leaves you extremely vulnerable in combat, and every mistake is punished much more harshly than with other loadouts. On top of this, the frequent hit registration issues make relying on precision even more frustrating and inconsistent.

    1. Wheather double gunning is a high-skill playstyle is debatable, since you can already attack other players with high damage weapons from far away, while with a sword or blunder you can't.
    2. Double gunning is not the same as quick-swapping. Double gunning is just holding two guns, while quick swapping is cheating.
    3. The only way you would be left 'extremely vulnerable' is when you try to engage in close combat while having a EoR and pistol, because that combo is meant for longer distances. Just like a sword + blunderbuss holder is extremely vulnerable in the open. Every load-out has it's advantages and disadvantages, so no: double-gunning is not more vulnerable then other load-outs, as long as you know how to use your weapons effectively.
    4. Saying that every mistake is punished for double-gunners in close combat to me sound like a skill issue. Every weapon has it's pro's and con's and if you don't use your weapons in the correct conditions, that is a skill issue: either your using the wrong weapons for your playstyle or you are not skilled enough for the weapons your holding.
    5. Hit registration issues are a problem for all weapons, no exceptions. In my experience, the sword even seems to have most issues with hit registration (not just with slicing, also 'loading' the swordlunge has issues in my experience, where you can rightclick, but it still refuses to load your lunge) then the ammo-weapons.

    @kemada1415 said in Double Gun Weapon Swap:

    Compared to other loadouts, double gun requires much more mechanical precision, awareness, and positioning. It’s not an “easy mode” style – it’s only effective if the player is skilled enough to consistently land hits. For this reason, weapon swapping should not feel clunky or restrictive. It doesn’t need to return to the original quick swap speed, but it should at least be smooth and fluid enough so that skill is rewarded instead of limited by slow animations.

    1. See the comments i already made above
    2. This whole paragraph to me reeks like "i demand my load-out is the strongest in every possible situation, so that others can't compete with me", even though 'double gun' is already the strongest loadout....

    @kemada1415 said in Double Gun Weapon Swap:

    Especially when compared to other options, such as the blow pipe + sword combo, or strong weapons like the double barrel pistol or throwing knives, double gun feels unbalanced. These loadouts provide much more flexibility and are easier to use effectively in combat, while double gun forces the player to rely solely on accuracy. As a result, other styles feel much stronger and far less punishing, which disrupts the balance.

    1. Blow pipe costs time to load if you want to hit someone who is not standing directly in front of you and does less damage
    2. Sword does little damage and can only be used when someone is very close to you. A good double-gunner could have already killed a sword holder before that sword holder can even come close enough to use his weapon
    3. Double barrel pistol is a gun, so using that together with another gun is still double-gunning....
    4. Throwing knives have less range and damage output then an EoR and takes more aiming then the EoR (more leading your shots), since the 'shots' are slower and bend more
    5. Every weapon that fires or throws something relies on accuracy, so not just guns, but also blow-pipes and throwing knives (and the sword lunge too)
    6. Other styles only feel stronger to you because you might lack skill, because EoR+pistol or EoR+blunderbuss are stronger combo's then any other, that is why (almost) all competetive players use those and not other load-outs.
  • @burnbacon Can you read? Or are you already twisting things, bro? I never once said I want your “exploit” back, so start dealing with what I’m actually talking about or don’t write at all.

  • @super87ghost 1. Saying that swap is unrealistic is funny – Sea of Thieves was never meant to be a realistic game, people never shot themselves out of cannons in real life.
    2. You say quick swap was cheating, and yes, devs said it was an unintended bug, but they left it in the game for years and never dealt with it, never banned for it. Comparing that to actual cheating is a joke, because then you could call everything an exploit, even sword lunge or delay swap.
    3. Yes – double gunning is a skillful playstyle. You have to keep your distance and not miss, unlike blow pipe or sword where you can just spam. Is it a skill issue when someone spams blow pipe at you, you’re bucketting, and you just die instantly? Is it a skill issue when you’re below deck, get hit reg issues and some sword lord just spams you down? Is it a skill issue when someone instantly kills you because every weapon except double gun has no delays? No, that’s not a skill issue, it’s just unbalanced and it rewards bad players. Period. That’s how it is and no one can disprove it.

  • people never shot themselves out of cannons in real life.

    "human cannonball" did...tho it was all an act and amusement. Much how SoT got the idea of it.
    But they did do it. :P

    You say quick swap was cheating, and yes, devs said it was an unintended bug, but they left it in the game for years and never dealt with it, never banned for it.

    Because, At the time. There was no Hourglass or Arena and weapons were pretty much weird when game first came out. After Arena though, things took a turn and then it became an issue.

    Yes – double gunning is a skillful playstyle. You have to keep your distance and not miss, unlike blow pipe or sword where you can just spam.

    No, DG isnt skillful if your exploiting to achieve it and once they removed the exploit or blocked it. Now your skillfull tactic is gone? No sir, Also. If I swing and Miss, that on me. If I blow a dart and miss...that on me. Its not skillful, it properly timing and which case often misses. If I sword lunge and Miss, I am in bad shape. While DG always hits the mark. (If you missed with DG you were poorly using it)

    Is it a skill issue when someone spams blow pipe at you

    Can't spam it. You shoot, and have to wait. With DG, you have two times the shot and do more dmg than normal.

    That’s how it is and no one can disprove it.

    "Tosses ball back"
    Its always Skill issue this or skill issue that. Well, guess what? It must be a Skill issue if you cant adapt to the changes and demand those changes be reverted. ^_^ Skillful player, wont have any trouble with these changes. Skill is an ability that adapts and train oneself to over come your faults. Not rely on a system to do everything for you and benefit from it. :D

  • I do miss fast digging much more, fun that it was fixed first instead of harmful weapon swap that they fixed years after.

  • @burnbacon Look up what human cannons are. They are not real cannons, they are a spring in a tube. No human has ever actually been shot out of a cannon. They would immediately die.

    "It was left in the game for years" Was. No longer is. Has been patched multiple times and every time a new quickswap is discovered they patch it. Seems like an exploit to me.

    It takes more skill to be able to hit someone who can't hit you back than someone who can? What do you even mean by that? It takes no skill to point a blunderbuss at me while I sword at you. It takes less skill to spam bluderbuss than it takes to use the sword. Guns take 2 shots to kill, at long and short range, as well as CQC. Sword can only do CQC, no range. If you can't kill me by hitting me twice before I'm close enough to kill you by hitting you 4 times, you suck, and relying on quickswap to make that difference even greater shows you're even less skilled. Play the game the way it was meant to be played.

    With 2 guns you could kill me AFTER I shoot my first dart before I get to shoot a second one. Double gun is better than blowdart by miles, you just need some cope against something you don't know how to defend from.

    The long and short of it is that if you need quickswap, it's a skill issue on your part, especially if the lack of quick swap is enough to make you lose consistently. If you relied on poor coding to win, were you actually good?

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